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A jam submission

Day Of The HammerView game page

Rebuild your mighty hammer to smash, lift, and push your way to the top!
Submitted by Mzatlin — 2 minutes, 43 seconds before the deadline
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Day Of The Hammer's itch.io page

Results

CriteriaRankScore*Raw Score
Story#14.0174.400
Overall#33.1043.400
Engagement & general#43.2863.600
Audio#53.1043.400
Graphics#122.7393.000
Gameplay#132.3732.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Programming: Michael Zatlin Jr. - Sound: Michael Rosen - Art: Kate Simons

Discord username
Nectar#2221

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Comments

Submitted

Unpopular opinion, but I like the slowness of movement in this game. This makes it kind of a puzzle platformer with a sledgehammer-in-the-robot-junkyard theme, and I like it. But when the game starts to become more combat oriented a double-tap run ability could be welcome.

The story with cutscenes is a very good touch, and and the grumpy robots really add to the setting. Too bad gameplay is lagging behind with janky collisions and camera. Lots of potential, needs more time to be refined and developed.

Submitted (1 edit)

I like the story setup and vibe! The music and sound effects are great. I loved the robot who wonders if "hammers aren't very good for fixing things", that made me laugh. The way the hammer charge is actually used to go back and solve previous puzzles (instead of just passing obstacles) is great.

Some areas for improvement:

  • Text speed is way too slow and unskippable.
  • Character movement feels too slow.
  • When you turn around, your character seems to change position slightly (and so does your collision box).
  • Control mapping is strange. I wanted to use the hammer with my right hand (moving with left) so I ended up with my hands overlapping.
  • It's strange how after the hammer charge fills all the way up, you actually have to hold it a bit longer to make it work. It should work as soon as the bar is full.
  • Using the rising platforms for a boost only seems to work if you jump right at the start of their rise, so you just have to guess when it will go, which doesn't feel satisfying. I would study the moving platforms in Celeste for an example of this feeling nice and consistent. https://twitter.com/MattThorson/status/1238338581971603457
  • If you touch the spikes, it's very easy to lose all your health before you can do anything.
  • The game went to a black screen multiple times for me, so unfortunately I couldn't finish it.

Hope that doesn't feel too negative. Nice job!

Submitted

Even if the player is a robot, it's way too slow to play correctly. Great intentions behind the animations but if someday you want to push it, I'll suggere to enhance them. ^^ Btw, the introduction was great, some posings were great too, and I loved the dialogues! good job!

Submitted (1 edit)

Liked it! Nice work guys.

Submitted

A very weird game, in a good way, it's fun